Late Game Chambers

TickTockTickTock Join Date: 2002-05-13 Member: 608Members
<div class="IPBDescription">vs. grenade launchers...</div> How should a Gorge design his chambers to best defend hives against grenade launchers? It feels like a losing battle no matter what I do. As if maybe OC's are just a delay tactic until you can kill the marine with attacking alien help.

Comments

  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Alien turrets are useless to half-life veterans and with that greande launcher you can destroy a hallway of alien turrets, chambers, and what ever else is there with basically one clip. There is really no sure way to defend from that unless you have some friends in that area and they don't have any marines with heavy machine guns.
  • OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
    Grenades are a pain no matter what way you try and take them, The most effective way I've found to handle this is to just try and push up the distance between OC's when you can.

    The GL is still going to take you out but by pushing up the space you can hold them off maybe 15 seconds longer. I know its not much but, I think GL's are the definate anti-gorge/structure device.

    Beyond that I have no clue how to tackle GL's other than lots of webs. Once or twice in the late game I laid down a long tunnel with web zig-zaging down the entire hallway but so that none of them cross like /\/\/, and that seemed to slow down the marines even with the HMG's and grenade launchers even after they had dispatched my OC's at the end of the tunnel in seconds. They really didn't like the concept of not having their weapon up even for seconds.

    If you find a better way I want to know.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    You should place the chambers in such a way that aliens will not have to duck-jump over them to get to the marine's juicy insides. Every second your teammates spend trying to get past a OC forest is a second they're getting pummeled by grenades.

    There are no buildings that are any good against the GL. None.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I may be wrong, but I believe one of the most important uses for your hivesight is to see where marines are attacking, NOT when your team is attacking marines. Marine defense relies heavily on letting turrets do the job when aliens aren't around. Alien defenses rely on the players heavily.

    Personally I think that along with the 1 permanent gorge builder on each team, there should be atleast 1 or 2 aliens dedicated to defense. The gorge builder should place movement chambers at each hive and at many of the high alien traffic areas. The one or two defensive aliens should be skulks or lerks. Whenever they hear or see other aliens under attack on their hivesight, they should rush to the trouble area and try to flank the marines from behind.

    I'd recommend carapace, and celerity for the skulks, or carapace and adrenaline for the lerks (celerity is wasted on a lerk that spends all it's time flying). As for your sensory chamber upgrade, cloaking can be useful for laying in ambush inbetween marine attacks, but advanced hive sight or smell of fear could end up being far more useful for your intended purpose.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Here is a way to use chambers perfectly go into the main enemy hallway that leads to their base. Build three turrets and three defence chambers behind it. Then build tow more behind the wall to keep them from really injuring any of those buildings at all. I did this in a made even with a grenadelauncher they never got one of my turrets or chambers to red. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ManosManos Join Date: 2002-11-01 Member: 1956Members
    <!--QuoteBegin--MutantMFM+Nov 6 2002, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MutantMFM @ Nov 6 2002, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Then build tow more behind the wall to keep them from really injuring any of those buildings at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wats an tow?
  • CAFeddasaurCAFeddasaur Join Date: 2002-11-02 Member: 5146Members
    I think that was supposed to be "two".. If I read the arrangement correctly, something like this...


    ----------
    DO
    DDO
    DDO
    ----------

    D = Defensive Chamber
    O = Offensive Chamber
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    The defence chamber's effect only stacks up to 3, any more than that is useless.
  • RiskbreakerRiskbreaker Join Date: 2002-11-06 Member: 7342Members
    Revenge is right in saying that alien defenses rely heavily on players. But there is such a way you can place offense chambers so as to force the Frontiersmen into the hive area so the Kharaa can target them.

    Try placing the offense chambers as far away from the doorway opening as possible. This is contrary to what I usually see take place in games. The gorges always build up right next to the entry/exits, allowing the Frontiersmen easy wall-bounces with grenades. Toss the offense chambers further back, so the grenade-launching Frontiersmen have to step fully into the room in order to reach the chambers. Then the defending players (assuming there are some, since the entire team can see when a base is under attack through hive mind) can launch bile bombs, spore clouds, spikes, and what-have-you at will. It makes defense much easier and less frustrating than watching your defenses crumble from around a corner.

    Of course, this can't always work when the hive rooms are too small... in that case, don't let them get that far. Do the above strategy further up, where you do have ample room, and let your team know where they need to go to defend.
  • RiskbreakerRiskbreaker Join Date: 2002-11-06 Member: 7342Members
    And yes, ALWAYS use defense chambers to back up your hive defenses. When they do step around those corners and get a few grenades off, at least your chambers will recover.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    with proper distribution of defensive chambers in a corridor, u can usually slow marines with grenades long enough to get reinforcements or violent on them. Place your defensive chambers so that three will be providing healing to the ends of your wall of turrets. As the range of defensive chambers is limited, start dropping more D chambers further back in the hall. if the corridor is long enough you may have enough room to get two (or even three) clusters of offensive turrets, all within range of a D chamber.
    And although the regenerative increase is not cumulative past three, having extra is a good failsafe if one of their grenades manages to take out one of you D chambers.
    it is my personal belief that stacking is a waste once the lugheads have GLs. why let them damage multiple with the same shot when u can force them to spread out damage to adjacent turrets by spacing them out a bit.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Legionnaired+Nov 6 2002, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Nov 6 2002, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The defence chamber's effect only stacks up to 3, any more than that is useless.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah ... the UPGRADE effect of defensive chambers maxes out at three, true.

    The HEALING effect of defensive chambers have no maximum.

    In the endgame, I build the "bodyshop", about 12 defensive chambers spread out a bit to avoid the max effect. When an Ono has been doing his job, he runs back from the battle, down the line of chambers, turns around and goes right back into battle again, fully healed.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Incorrect matso, the healing effect stacks up to only 3.
    Legionaarrd is incorrect also..

    The ideal number to put down is obviously 4. Becase then each DC has 3 others to be healed by <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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